Make NukePower use RevealShroudEffect instead of camera actor
Additionally, remove the DelayedAction and let the beacon remove itself instead.
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@@ -54,9 +54,11 @@ namespace OpenRA.Mods.Common.Traits
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[Desc("Amount of time before detonation to remove the beacon")]
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public readonly int BeaconRemoveAdvance = 25;
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[ActorReference]
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[Desc("Actor to spawn before detonation")]
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public readonly string CameraActor = null;
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[Desc("Range of cells the camera should reveal around target cell.")]
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public readonly WDist CameraRange = WDist.Zero;
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[Desc("Reveal cells to players with these stances only.")]
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public readonly Stance CameraStances = Stance.Ally;
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[Desc("Amount of time before detonation to spawn the camera")]
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public readonly int CameraSpawnAdvance = 25;
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@@ -114,19 +116,10 @@ namespace OpenRA.Mods.Common.Traits
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self.World.AddFrameEndTask(w => w.Add(missile));
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if (info.CameraActor != null)
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if (info.CameraRange != WDist.Zero)
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{
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var camera = self.World.CreateActor(false, info.CameraActor, new TypeDictionary
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{
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new LocationInit(order.TargetLocation),
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new OwnerInit(self.Owner),
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});
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camera.QueueActivity(new Wait(info.CameraSpawnAdvance + info.CameraRemoveDelay));
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camera.QueueActivity(new RemoveSelf());
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Action addCamera = () => self.World.AddFrameEndTask(w => w.Add(camera));
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self.World.AddFrameEndTask(w => w.Add(new DelayedAction(info.FlightDelay - info.CameraSpawnAdvance, addCamera)));
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self.World.AddFrameEndTask(w => w.Add(new RevealShroudEffect(targetPosition, info.CameraRange, Shroud.SourceType.Visibility, self.Owner, info.CameraStances,
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info.FlightDelay - info.CameraSpawnAdvance, info.CameraSpawnAdvance + info.CameraRemoveDelay)));
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}
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if (Info.DisplayBeacon)
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@@ -142,18 +135,13 @@ namespace OpenRA.Mods.Common.Traits
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Info.ArrowSequence,
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Info.CircleSequence,
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Info.ClockSequence,
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() => missile.FractionComplete);
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Action removeBeacon = () => self.World.AddFrameEndTask(w =>
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{
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w.Remove(beacon);
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beacon = null;
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});
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() => missile.FractionComplete,
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Info.BeaconDelay,
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info.FlightDelay - info.BeaconRemoveAdvance);
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self.World.AddFrameEndTask(w =>
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{
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w.Add(beacon);
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w.Add(new DelayedAction(info.FlightDelay - info.BeaconRemoveAdvance, removeBeacon));
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});
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}
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}
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